Rogues (thieves, warriors, circus performers, con-men, jack of all trades) will fit in as easily as the first group, but may end up in dangerous situations if separated from the party. The Dark Powers attention is often attracted to common rogue activities (not a good thing!).

Monks (priests, historians, circus performers) can usually pass themselves off as priests with no divine skill, but should be careful attacking creatures that damage via touch.

Barbarians (warriors, naturalists) will be more easily accepted in lower culture levels, and will stand out in higher ones.

Druids (hermits, wanderers) and rangers (warriors, wanderers) can pass as fighters or priests, but will have difficulty dealing with the fact that even the land is against the players.

Wizards (historians, researchers) and sorcerers (witches, shamans) will have significant difficulty. Researching or finding new spells is very difficult in most regions. Many cultures look at arcane magic as witchcraft and are often suspicious.

Warlocks will have their patron changed to the Dark Powers that control Ravenloft. Their class abilities may change or be unpredictable. Prepare to be surprised and challenged.

Paladins (warriors, priests, innocents, undead hunters) have a special place in Ravenloft. Their unique powers make them some of the hardiest survivors – and gather the most attention from the Dark Powers and Dreadlords.

Non-magical “spells” (such as a doctor or mad scientist who creates potions/concoctions daily instead of casting spells) are possible. Speak with the DM.